Animals Quality

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Balance Idea: Animal Quality Spawns

Postby infectedking » Mon May 29, 2017 1:27 am

ChildhoodObesity wrote:
infectedking wrote:
Vert wrote:i didnt see problem to farm 10000000 animals to increase your random chance.
big faction will do it, moreover they can just make huge area with bot hunters.

What about the discussion about just having a set animal quality cap, w7 was: boar 30, bear 200, deer 40, troll lvl5 300. That system allowed noobs to be able to trade animals and everything to anyone.

thatd be LAME AF

It would be pretty lame I agree, but having the quality vary in such ways as well, can kill the aspect of noobs being able to trade.

I've seen this happen a few times actually in trading places:
"Oh look i killed my 1st bear, i'm gonna trade it"

"Nah bruh, only q150+, this is q60"

"LOFTAR Y U DO DIS TO ME, shit game"
(Them noobs seem to quit very shortly after since nothing they find is truly worth much in that terms.
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Re: Balance Idea: Animal Quality Spawns

Postby ChildhoodObesity » Mon May 29, 2017 1:35 am

i think having everything the same quality would just kill the hunting/trading anyways why buy something you can easily get xd i mean i remember people bought bears in legacy but not a lot hunting in legacy was GARB also ye these noobs can just hunt more and find a better node and hunt that or if it were random itd be even easier!! i like the random animal q tbh friggin epic idea goo i love u
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Re: Balance Idea: Animal Quality Spawns

Postby Fierce_Deity » Mon May 29, 2017 3:14 am

I'm in support of randomizing animal spawns more. A completely random system, or one like Granger suggested would be nice. If quality nodes were not so fixed then the option of making animals quality start being apparent by appearance becomes a slight option. As well as opening the door to having animals scale in difficulty based on quality, with the higher Q ones even having unique attacks.
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Re: Balance Idea: Animal Quality Spawns

Postby Avu » Mon May 29, 2017 6:48 am

Granger wrote:Possibly the animal nodes should not be static but move - or not be single nodes but the effect of plenty of dynamic factors (all of them changing independently with different cycles) that overlay each other.

Variables to determine quality of spawned animal could be (after location had been determined):
- distance to certain biomes/objects, could be the animal trails, water, certain trees/boulders whatnot
- time of day
- moonphase
- effect from a static node (somewhat as is)
- effect from a dynamic node (one of many that wander over the whole map, wrapping around to not have them coagulate in the corners)
- amount of animals of that kind the character that is triggering the spawn has slaughtered in recent history

Add these all up (or multiply, sqr, whatever) for the final quality. This -when implemented in a reasonable way- would lead to knowledge of the local area still being beneficial, as would repeated visits to an area (which could lead to locating dynamic nodes and following them) and general knowledge of the system (as time based patterns could be determined and -up to a point- be used as an advantage).

PS: the civilisation modifier from legacy could also make a return and add to this.


Do you remember fishing? What's the difference between making it completely random and having so many factors it might as well be random?

As for goo pretending it's hard to bot animal spawns. Sure if the bot is intended to kill it but what people do is bot detection of animals. Alts that log in on intervals on top of the node check the area and report to a group chat or a custom client. Alts and bots the bane of haven forever making it an ultra-competitive game by it's nature of full pvp that is completely unfair due to fucking cheating. Great recipe that one.
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Re: Balance Idea: Animal Quality Spawns

Postby Granger » Mon May 29, 2017 10:16 am

Avu wrote:Do you remember fishing? What's the difference between making it completely random and having so many factors it might as well be random?

I remember fishing.

The difference would be that having (both static and dynamic) aspects combine to final quality would give an interesting puzzle for people who like pattern searching and also effects like seasonal shortages of high quality for a certain thing with location knowledge still giving a perdictable better quality (than seasonal average) in certain places and the ability to hit it big in a random place (for a little while till the factors concentrating there disperse again). It would end the current 'the place to go to when you want x' but keep value to knowing your area and your prey when hunting.

Making it random would just turn it into a 'kill as many as possible and hope for jackpot' slotmachine - might be a simpler and proven way to setup a skinner box but a bland and generic approach.
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Re: Balance Idea: Animal Quality Spawns

Postby Sevenless » Mon May 29, 2017 1:25 pm

Personal preference? Add seasons. Make max animal Q based on said season. Bears peak in summer, moose peaks in fall, mammoth in winter etc. Within that framework animal quality is RNG, and all big animal types become best in the world in their given season.

I just don't like the game balance aspects of the node system as it works out after being tested. I'd rather go back to slaughterfest slot machine in the mean time.
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Re: Balance Idea: Animal Quality Spawns

Postby Headchef » Mon May 29, 2017 2:21 pm

Sevenless wrote:Personal preference? Add seasons. Make max animal Q based on said season. Bears peak in summer, moose peaks in fall, mammoth in winter etc. Within that framework animal quality is RNG, and all big animal types become best in the world in their given season.

I just don't like the game balance aspects of the node system as it works out after being tested. I'd rather go back to slaughterfest slot machine in the mean time.


This is actually a good in between solution I think :)
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Re: Balance Idea: Animal Quality Spawns

Postby Vert » Mon May 29, 2017 4:13 pm

- hunters from smaller villages cannot count on being lucky and getting a hq prey they could sell for goods.

So we have hunter from small village that hunt 2 bears a day and then heal himself, and we have some faction that have 90 hunters with huge stats, and each of this hunters hunt 40 bears per day. so huge faction have 3600 bears that can be possibly be high q. HUnter from small village have only 2. For me it looks like random system is working good for huge faction but not good for hunter from small village.
system with high q spots much better, for small hunter because he can go to north , then to west, then to east and finally find something. And he can use it all world and no one steal it from him.

- If the hq animal spawns would be random, big factions would rely more on good relationships with their neighbour nabs and trades

if system will be random you dont need good relationship with someone, you can just hunt around your city 3600 bears per day. And you will have all you want.
high q spots much better, huge town can have 1 or 2 high spot or didnt have them at all, and this huge city need helps from small hunter who settle near good spot and find it. because 1 spot for huge city is not enough.

so it looks like you want to change game rules to help your faction and you didnt think about small hunter or good relationships at all.

Personal preference? Add seasons. Make max animal Q based on said season. Bears peak in summer, moose peaks in fall, mammoth in winter etc. Within that framework animal quality is RNG, and all big animal types become best in the world in their given season.

I just don't like the game balance aspects of the node system as it works out after being tested. I'd rather go back to slaughterfest slot machine in the mean time.

Free bones for all!
NO thank you.

Possibly the animal nodes should not be static but move

i like Granger idea about high q spot that move. because it will make high q animals more rare, and it also helps hunters from smaller villages get a hq prey they could sell for goods.
And If the hq animal spawns spots will move, big factions would rely more on good relationships with their neighbour nabs and trades.
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Re: Balance Idea: Animal Quality Spawns

Postby jorb » Mon Jan 08, 2018 3:42 pm

Sevenless wrote:Personal preference? Add seasons. Make max animal Q based on said season. Bears peak in summer, moose peaks in fall, mammoth in winter etc. Within that framework animal quality is RNG, and all big animal types become best in the world in their given season.


This could be interesting.

Idk. I'm torn on this. I like the fact that I know where a couple of good bear and moose spots are, but I can see it becoming busted for a higher faction that checks the q500 mammoth spot all day erry day. Not sure what the meaningful inbetween is.
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Re: Balance Idea: Animal Quality Spawns

Postby Chebermech » Tue Jan 09, 2018 6:37 am

make troll q great again! (greater than mammoths), don't think troll bones have ever been used this world or the previous, can nerf the LP for the skulls per quality, to normalize them with buffed up quality. having lvl 5 trolls q250 minimum that would range up to 300 would be pretty sweet.

initially though of a larger number, but since mining can be boted by some people, 250-300 is a pretty common q for bones, so giving that to trolls would make their bones at least useful, also taking into the account that their bones take 2 slots, hunting for q300-400 mammoths and moose is still better q wise.
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